royaltyinexile

Development Branch Captain's AI Log

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Change log notes, v. 126347

Fixed: AI was more resistant to bullets while moving

  • The wrong inverse matrix was used for AI

  • This caused some discrepancies between fire geometry and hit points while soldiers were in motion

  • This resulted in them appearing too 'resistant' to being shot (e.g. headshots would not be detected correctly)

Edited by RoyaltyinExile

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Change log notes, v. 126766

Fixed: Slow rotation of AI turrets in relaxed mode

  • Addresses an issue caused by a previous fix to turret rotation

  • This caused a slow, constant rotation of vehicle turrets when the AI was in relaxed/careless mode

  • Should
    be fixed :cool:

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Change log notes, v. 126941

Fixed: An issue introduced in 126800 where AI would get stuck on the road should be solved.

  • Addresses an issue caused by a minor optimisation to AI pathfinding introduced in 126789

  • This was reverted in 126910

  • The optimisation is reintroduced in this version

This (re-introduced) optimisation offers only a very minor performance increase, but is part of a larger body of work that seeks to improve AI pathfinding.

If/when we have any further results, we'll let you know. In the mean time, please accept our apologies for any inconvenience - onwards to splendidness!

Edited by RoyaltyinExile

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Change log notes, v. 127005

but is part of a larger body of work that seeks to improve AI pathfinding.

...

onwards to splendidness!

02-09-2014

EXE rev. 127005 (game)

ENGINE

  • Fixed: AI passing through static objects placed via the in-game editor

And I've heard stories that there is more to hear soon from the very programmer who had been dedicated to the pathfinding lately.

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Change log notes, v. 127034

04-09-2014

EXE rev. 127034 (game)

ENGINE

  • Fixed: Walking through building walls, building navigation and path-planning
  • Fixed: AI is not interrupted by hits during get in animations

Lately we've been
in the cargo buildings and towers. Some of it was quite... interesting.

If you've ever tried making your teammate enter a cargo building, you know it wasn't the easiest of tasks. AI soldiers seem more than glad to do all kind of stuff except follow you orders.

"Making it to the roof? Can't roger that, thank you, I'd rather crawl around the entrance"

In other cases, these guys would follow yours orders a bit too much. To the death one could say. Literally. We all know the fastest way to make it from the top of a tower to the ground is usually by jumping down. Well, while it may be considered a plausible solution in some cases, it kind of does not feel right.

If you nodded at least once while reading this, we hope you'll understand our decision to remove these, uh, 'features' from our game. You might still come across some similar issues from time to time, however, we're doing our best to make things history. We'd appreciate it if you could let us know about any improvements / problems specifically related to AI planning in these circumstances.

Edited by RoyaltyinExile

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Change log notes, v. 127272

22-09-2014

EXE rev. 127272 (game)

DATA

  • Added: Firing from Vehicles for HEMTT, Zamak, Tempest, Offroad, Hellcat, Humming Bird and Assault Boats

ENGINE

  • Added: Enabled Firing from Vehicles
  • Fixed: Sling Loading commanding menu implementation
  • Updated: AI behavior when Sling Loading


Added: Enabled Firing from Vehicles

  • Find more about this little new feature Klamacz decided to implement after accidentally finding about some request on the feedback tracker... ;) Ok. Srsly now. Check OPREP: Firing from vehicles - written on behalf of the FFV Task Forks and the whole A3 team - to find out more about what's so exciting about the latest Dev branch update.
    And direct please all your feedback to


Updated: AI behavior when Sling Loading

  • Another AI remedy from Dr. Hladik - AI should generally fly more carefully with a cargo sling-loaded. AI should no longer smash its cargo into obstacles or even crash the helicopter itself because the turn was sharp and the load was to heavy.)

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04-09-2014

EXE rev. 127034 (game)

ENGINE

  • Fixed: Walking through building walls, building navigation and path-planning

Lately we've been fixing bugs related to AI behavior in the cargo buildings and towers. Some of it was quite... interesting.

30-09-2014

EXE rev. 127396 (game)

  • Revert of fixes for AI navigation in buildings, until other problems that popped up with it are fixed internally

A fine example of Murphy's law - if you get excited about something too much... Once fixed a bigger package of pathfinding improvements may land on the Dev Branch at once.

03-10-2014

EXE rev. 127551 (game)

ENGINE

06-10-2014

EXE rev. 127573 (game)

ENGINE

  • Improved: AI for Sling Loading cargo using both waypoints and commanding menu
  • AI is now more careful when flying above trees

The last two Dev Branch updates have brought some AI improvements - better management of AI sling-loading, more careful AI pilots* and a fix of http://feedback.arma3.com/view.php?id=18937. Not exactly AI but tightly AI-related are the Headless Client improvement.

*The AI pilots should better avoid collisions with objects and also pick their LZ more carefully. AI crashing with a helicopter should become a rare sight (unless one as a leader or scenario designer really forces the helicopter into e.g. dropping cargo under the powerlines). It may come in some situations at a cost of less tight maneuvers and longer time to transition into a hover.

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08-10-2014

EXE rev. 127639 (game)

EXE rev. 127617 (launcher)

Size: ~361 MB

DATA

  • Updated: AI rotation speed with various weapons

ENGINE

  • Updated: AI aiming speed tweaked with new dexterity of weapon data

The algorithm for rotation speed of the AI within a free-aim/upper body deadzone has been improved. (This applies almost exclusively to situations when the AI is using a weapon in a vehicle's cargo or when firing from a cover.)

Together with the change there's been a mass re-adjustment of dexterity property in weapons' configs.

Referential values are 0.8 - Titan, 1.2 - Zafir, 1.5 - MX and 1.9 - P07

  • Fixed: Killed unit does not disclose killer

http://feedback.arma3.com/view.php?id=10143

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13-10-2014

EXE rev. 127716 (game)

ENGINE

  • Fixed: Soldiers rotating on the spot or moving in circles once a certain point of their path is reached
  • Improved: AI helicopter landing
  • Improved: AI seeing a kill visibility check

And more than that - AI is now able and willing to land their chopper even in urban areas, Dr. Hladik has shown another of his magic tricks :icon_twisted:

Plus some pathfinding and also http://feedback.arma3.com/view.php?id=13493

15-10-2014

EXE rev. 127767 (game)

ENGINE

  • Improved: AI Sling Loading for the commanding menu
  • Fixed: AI was trying to attach too heavy cargo
  • The pilot of a vehicle with formation leader takes the lead

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23-10-2014

EXE rev. 127913 (game)

  • Fixed: AI stuck in a weird loop after being moved via script

24-10-2014

EXE rev. 127928 (game)

  • Added: Delay between commanded ejects of AI

Good for paratroopers - they shouldn't collide with each other as they did previously when everyone jumped out at the same moment.

10-11-2014

EXE rev. 128152 (game)

  • Fixed: AI won't start moving if its target destination is hard to reach
  • Fixed: AMV won't go through fences

- The AI will at least try to get closer to such destination and then check again for available paths. (If the destination cannot be reached at all, the AI won't even try)

- Wheeled armored units now go thru the fence instead of going around it.

13-11-2014

EXE rev. 128232 (game)

  • Fixed: AI climbing a ladder repeatedly

After climbing a ladder down the AI would previously sometimes snap back at the top and climb down once more.

14-11-2014

EXE rev. 128257 (game)

  • Fixed: Gunners not disembarking from drowning helicopters

Even the AI should now be able to survive a safe helicopter water landing :)

19-11-2014

EXE rev. 128296 (game)

  • Fixed: AI in personTurret staying in the vehicle in combat mode
  • Added: setUnloadInCombat script command

AI at any cargo position (normal or firing position) should consistently disembark in combat. This default behavior can be changed by the setUnloadInCombat command (e.g. if you want the AI that is able to fire from its position to stay in the vehicle even in combat)

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25-11-2014

EXE rev. 128378 (game)

  • Fixed: AI reactToDanger executed more often
  • Fixed: Unhook waypoints so AI is able to drop even object type cargo

27-11-2014

EXE rev. 128434 (game)

ENGINE

  • Tweaked: Better and faster tracing of fire sectors (optimization)

AI better avoids cover positions that could easily be targeted by the enemy.

01-12-2014

EXE rev. 128494 (game)

ENGINE

  • Improved: Possibility to command AI to get in personTurrets and cargo separately [FFV]

06-01-2015

EXE rev. 128764 (game)

ENGINE

  • Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding
  • Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking

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06-01-2015

EXE rev. 128764 (game)

  1. Fixed: An issue where AI would not respect objects, which were rotated using setDir, in the computation of pathfinding
  2. Fixed: AI ordered to get in a vehicle will do that after disembarking the current vehicle instead of only disembarking

1.) See notes in
//
follow-up

12-01-2015

EXE rev. 128805 (game)

ENGINE

  1. Optimized: Removed an unnecessary parameter from AIBrain
  2. Fixed: AI running away after a Get Out waypoint at specific locations
  3. Fixed: HC client units were laggy

2.)

13-01-2015

EXE rev. 128850 (game)

ENGINE

  • Fixed: AI door gunner unable to engage targets that the pilot didn't see

Yay for moar combat efficient gunners!

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15-01-2015

EXE rev. 128887 (game)

  • Improved: Road binarization (preparation for future vehicle pathfinding improvements)

:don2:

20-01-2015

EXE rev. 128936 (game)

  • Fixed: AI reaction to being alerted by nearby explosions

Fix of the way AI got alerted about the shooter by nearby explosions. Previously under specific circumstances the AI could have learned about the whole group of the shooter.

21-01-2015

EXE rev. 128957 (game)

  • Added: AI rate of fire randomization (new parameter aiRateOfFireDispersion)

22-01-2015

EXE rev. 128976 (game)

DATA

  • Added: aiRateOfFireDispersion parameter into the base fire mode class with a default value of 1 to introduce basic randomness in AI firing patterns (to-be-tweaked)

Property that affects the randomness of delay between shots. Value sets the maximum of the range in which a random number influencing the delay between shots is generated. 0 means the delay between shots will be the same (with given actual distance). The bigger the value the longer delay can be generated.

Edited by oukej

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30-01-2015

EXE rev. 129084 (game)

  • Fixed: Skill of AI units being propagated over the network properly
  • Changed: setSkill - AI skill can now be set for local units or for any if executed on the server

;
  • skills set in the mission.sqm (default or adjusted by the slider) should now be correctly broadcasted

  • skill and skillFinal commands should now get the correct values also remotely

  • client can set skill only to a local AI unit

  • server can set skill to any unit

  • in both cases only the Difficulty/AI Level values set on the server are used to process the skill into skillFinal

30-01-2015

EXE rev. 129084 (game)

  • Fixed: AI soldiers planning their path through objects along the coastline

Edited by oukej

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09-02-2015

DATA

  • Changed: Altis and Stratis were binarized using a new version to optimize loading times and AI pathfinding capabilities

Some foundations for further pathfinding improvements.

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10-02-2015

EXE rev. 129214 (game)

DATA

  • Added: New danger cause (dcbulletClose) to danger.fsm

ENGINE

  • Added: Detection of bullets flying close to unit

Similar to recent work on pathfinding, these commits are part of longer-term AI development. These changes are not yet configured to have any effect.

Once we're a bit more confident about the results, we'll provide futher details and specify the kind of feedback we're looking for.

  • Fixed: AI could get stuck planning paths from inside to outside of a structure (and vice versa) while in close proximity to the exit/entrance.

An attempt to fix http://feedback.arma3.com/view.php?id=20631 , in the end...not rly fixing it ;) We will give it another try.

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13-02-2015

DATA

  • Changed: AI detection distance of bullet hit/fly-by & grenade explosion

Basic setup of new properties in cfgAmmo in relation to the prev. entry. Please try in game how far the AI reacts to bullets flying by, to various bullets hitting the ground and explosions. And share your feedback or thoughts about expected detection/suppression distances in the AI thread. Also that would be the place to look for more info.

The new properties are suppressionRadiusBulletClose and suppressionRadiusHit

suppressionRadiusBulletClose defines how far the AI gets alerted by a bullet flying by. (only for bullets!) Value -1 disables the feature.

suppressionRadiusHit defines how far the AI gets alerted by a bullet hitting the ground or an explosion. Value -1 makes the game base the distance on the damage.

Edited by oukej

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17-02-2015

EXE rev. 129341 (game)

  • Fixed: Soldier stops after reaching a position in the house if this position is located under his target position in one of the upper floors
  • Fixed: Ordering getIn as commander should work with FFV turrets now
  • Fixed: AI reaction to danger should be faster

Quite descriptive. The last one being a fix of a bug when the AI wouldn't acquire the target correctly even though it already had enough info about it. (E.g. units under fire looking somewhere else and not turning to the source of the fire)

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25-02-2015

EXE rev. 129474 (game)

  • Fixed: AI will not eject without parachutes, but will jump if helicopter is close to ground

The AI should now eject if the helicopter is on the ground, hovering just above the ground or if the AI has parachutes it should only eject from a safe altitude.

26-02-2015

EXE rev. 129494 (game)

  • Changed: AI sight now limited by object view distance, not landscape view distance

#moarFPS #splendidOptimisations #boostYourGame

... also if you can't see the AI due to your video setting it shouldn't see you either.

Edited by RoyaltyinExile
En (simplified) --> En (traditional)

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02-03-2015

EXE rev. 129524 (game)

Fixed: AI sometimes warped to a requested building position instantly if given an order while moving

No more cheating and doing shortcuts in buildings, not even when the player is not looking.

03-03-2015

EXE rev. 129546 (game)

Fixed: AI units occasionally got stuck when moving between floors

Doesn't wait for the elevator anymore.

Fixed: AI aircraft in close proximety to ground would not drop bombs

No more trolling with the lazor designator in the faction showcases, no more suicide bombers.

04-03-2015

EXE rev. 129555 (game)

Fixed: Crew will not turn out when in combat mode (even if player-commander does)

If you stick your head out of the armored coffin it's your problem. Unless you're someone like

.

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09-03-2015

EXE rev. 129614 (game)

Tweaked: AI aiming error when it has lost sight of a target

This should improve situations when AI e.g. changes stance and because of that looses the line of sight to the target.

In such case - even if the AI still has good information about the target from other group members - the AI should no longer be able to put an aimed shot.

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10-03-2015

EXE rev. 129643 (game)

Fixed: AI sometimes runs away when the vehicle it is supposed to get into, is moving

An work-in-progress improvement of AI pathfinding to vehicle entry points if the vehicle moves or makes small adjustments. ( http://feedback.arma3.com/view.php?id=22853 )

Fixed: setSkill with subskill in MP overwriting the entire skill of a unit

A nasty bug (http://feedback.arma3.com/view.php?id=22973) that has slipped thru with the recent fixes of AI skill MP propagation.

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11-03-2015

EXE rev. 129669 (game)

Fixed: precisionAI replication to clients

When checking for skillFinal remotely the results of "aimingAccuracy" and "aimingShake" were previously incorrect. (http://feedback.arma3.com/view.php?id=22970)

Fixed: Aiming error sometimes being stuck at 0

Improves situations where the AI aiming gets distracted (e.g. loosing line of sight to the target).

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17-03-2015

EXE rev. 129763 (game)

Optimized: Visibility raycast for dead bodies is limited to 50m. For alive soldiers it is limited to 3km.

Saving FPSeses

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